P_Ctx P = Zi; ThreadLocal P_ThreadLocalCtx P_tl = Zi; Readonly P_Ent P_NilEnt = { .xf = CompXformIdentity, .look = { 0, -1 }, }; Readonly P_Frame P_NilFrame = { .first_ent = &P_NilEnt, .last_ent = &P_NilEnt, }; //////////////////////////////////////////////////////////// //~ Bootstrap void P_Bootstrap(void) { // Initialize shared state for (u64 i = 0; i < countof(P.sim_input_states); ++i) { P_InputState *input = &P.sim_input_states[i]; input->arena = AcquireArena(Gibi(64)); } for (u64 i = 0; i < countof(P.sim_output_states); ++i) { P_OutputState *output = &P.sim_output_states[i]; output->arena = AcquireArena(Gibi(64)); } } //////////////////////////////////////////////////////////// //~ Nil helpers b32 P_IsKeyNil(P_Key key) { return key.v == 0; } b32 P_IsEntNil(P_Ent *ent) { return ent == 0 || ent == &P_NilEnt; } b32 P_IsFrameNil(P_Frame *frame) { return frame == 0 || frame == &P_NilFrame; } //////////////////////////////////////////////////////////// //~ Key helpers b32 P_MatchKey(P_Key a, P_Key b) { return a.v == b.v; } P_Key P_RandKey(void) { // TODO: Don't use true randomness for entity keys. It's overkill & non-deterministic. P_Key result = Zi; TrueRand(StringFromStruct(&result)); return result; } //////////////////////////////////////////////////////////// //~ Tile helpers String P_NameFromTileKind(P_TileKind kind) { // Tile names array #define X(name, ...) [P_TileKind_##name] = CompLit(#name), PERSIST Readonly String tile_names[] = { P_TilesXMacro(X) }; #undef X String result = Lit("Unknown"); if (kind >= 0 && kind < countof(tile_names)) { result = tile_names[kind]; } return result; } //////////////////////////////////////////////////////////// //~ Shape helpers P_Shape P_ShapeFromDescEx(P_ShapeDesc desc) { desc.count = MaxI32(desc.count, 1); P_Shape result = Zi; { result.points_count = desc.count; CopyStructs(result.points, desc.points, result.points_count); Vec2 accum = Zi; for (i32 p_idx = 0; p_idx < result.points_count; ++p_idx) { accum = AddVec2(accum, result.points[p_idx]); } result.centroid = DivVec2(accum, result.points_count); result.center_of_mass = result.centroid; result.radius = desc.radius; result.mass = desc.mass; } return result; } P_Shape P_MulXformShape(Xform xf, P_Shape shape) { P_Shape result = shape; for (i32 i = 0; i < shape.points_count; ++i) { result.points[i] = MulXformV2(xf, shape.points[i]); } Vec2 scale = ScaleFromXform(xf); result.radius *= MaxF32(scale.x, scale.y); result.centroid = MulXformV2(xf, shape.centroid); result.center_of_mass = MulXformV2(xf, shape.center_of_mass); return result; } Rng2 P_BoundingBoxFromShape(P_Shape shape) { Vec2 left = P_SupportPointFromShape(shape, VEC2(-1, 0)).p; Vec2 top = P_SupportPointFromShape(shape, VEC2(0, -1)).p; Vec2 right = P_SupportPointFromShape(shape, VEC2(1, 0)).p; Vec2 bottom = P_SupportPointFromShape(shape, VEC2(0, 1)).p; Rng2 result = Zi; result.p0 = VEC2(left.x, top.y); result.p1 = VEC2(right.x, bottom.y); return result; } P_Shape P_LocalShapeFromEnt(P_Ent *ent) { P_Shape result = Zi; // TODO: This is a temporary hack. We should eventually switch to using a prefab lookup table. if (ent->is_player) { result = P_ShapeFromDesc( .mass = 10, .count = 1, .radius = 0.3, ); // f32 player_width = 0.6; // f32 player_height = 0.3; // result = P_ShapeFromDesc( // .mass = 10, // .count = 2, // .points = { VEC2(-player_width / 2 + (player_height / 2), 0), VEC2(player_width / 2 - (player_height / 2), 0) }, // .radius = player_height / 2, // ); // Rng2 test_rect = Zi; // test_rect.p0 = VEC2(-1, -1); // test_rect.p1 = VEC2(1, 1); // result = P_ShapeFromDesc( // // .radius = 0.5, // .radius = 0, // .count = 4, // .points[0] = VEC2(test_rect.p0.x, test_rect.p0.y), // .points[1] = VEC2(test_rect.p1.x, test_rect.p0.y), // .points[2] = VEC2(test_rect.p1.x, test_rect.p1.y), // .points[3] = VEC2(test_rect.p0.x, test_rect.p1.y), // ); } return result; } P_Shape P_WorldShapeFromEnt(P_Ent *ent) { P_Shape local = P_LocalShapeFromEnt(ent); P_Shape world = P_MulXformShape(ent->xf, local); return world; } //////////////////////////////////////////////////////////// //~ Collision // NOTE: Everything here is pretty much copied directly from the old prototype. // The techniques are slow and do more than what we need. For example we should // probably just switch from GJK to SAT for shape collision testing. P_SupportPoint P_SupportPointFromShapeEx(P_Shape shape, Vec2 dir, i32 ignore_idx) { P_SupportPoint result = Zi; Vec2 dir_norm = NormVec2(dir); f32 max_dot = -Inf; if (shape.points_count == 1) { // Don't ignore for single-point colliders ignore_idx = -1; } for (i32 point_idx = 0; point_idx < shape.points_count; ++point_idx) { if (point_idx != ignore_idx) { Vec2 p = shape.points[point_idx]; f32 dot = DotVec2(p, dir_norm); if (dot > max_dot) { max_dot = dot; result.p = p; result.id = point_idx; } } } result.p = AddVec2(result.p, MulVec2(dir_norm, shape.radius)); return result; } P_SupportPoint P_SupportPointFromShape(P_Shape shape, Vec2 dir) { return P_SupportPointFromShapeEx(shape, dir, -1); } P_MenkowskiPoint P_MenkowskiPointFromShapes(P_Shape shape0, P_Shape shape1, Vec2 dir) { P_MenkowskiPoint result = Zi; result.s0 = P_SupportPointFromShape(shape0, dir); result.s1 = P_SupportPointFromShape(shape1, NegVec2(dir)); result.p = SubVec2(result.s0.p, result.s1.p); return result; } P_ClippedLine P_ClipLineToLine(Vec2 a0, Vec2 b0, Vec2 a1, Vec2 b1, Vec2 normal) { Vec2 vab0 = SubVec2(b0, a0); Vec2 vab1 = SubVec2(b1, a1); Vec2 va0a1 = SubVec2(a1, a0); Vec2 vb0b1 = SubVec2(b1, b0); f32 vab0_w = WedgeVec2(vab0, normal); f32 vab1_w = WedgeVec2(vab1, normal); f32 va0a1_w = WedgeVec2(va0a1, normal); f32 vb0b1_w = WedgeVec2(vb0b1, normal); // FIXME: Handle 0 denominator f32 a0t; f32 b0t; { f32 w = 1 / vab0_w; a0t = ClampF32(va0a1_w * w, 0, 1); b0t = ClampF32(vb0b1_w * -w, 0, 1); } f32 a1t; f32 b1t; { f32 w = 1 / vab1_w; a1t = ClampF32(-va0a1_w * w, 0, 1); b1t = ClampF32(-vb0b1_w * -w, 0, 1); } P_ClippedLine result = Zi; result.a0_clipped = AddVec2(a0, MulVec2(vab0, a0t)); result.a1_clipped = AddVec2(a1, MulVec2(vab1, a1t)); result.b0_clipped = AddVec2(b0, MulVec2(vab0, -b0t)); result.b1_clipped = AddVec2(b1, MulVec2(vab1, -b1t)); return result; } Vec2 P_ClipPointToLine(Vec2 a, Vec2 b, Vec2 p, Vec2 normal) { Vec2 vab = SubVec2(b, a); Vec2 vap = SubVec2(p, a); f32 vab_w = WedgeVec2(vab, normal); f32 vap_w = WedgeVec2(vap, normal); f32 w = 1 / vab_w; f32 t = ClampF32(vap_w * w, 0, 1); Vec2 result = AddVec2(a, MulVec2(vab, t)); return result; } P_CollisionResult P_CollisionResultFromShapes(P_Shape shape0, P_Shape shape1) { P_CollisionResult result = Zi; TempArena scratch = BeginScratchNoConflict(); f32 tolerance = 0.00005f; // How close can non-overlapping shapes be before collision is considered f32 min_unique_pt_dist_sq = (0.001f * 0.001f); // NOTE: Should always be less than tolerance, since colliding = 1 if origin is within this distance. u32 max_iterations = 64; // To prevent extremely large prototypes when origin is in exact center of rounded feature ////////////////////////////// //- GJK P_MenkowskiSimplex simplex = Zi; Vec2 non_overlapping_dir = Zi; b32 is_overlapping = 0; { P_MenkowskiPoint m = Zi; // First point is support point in shape's general directions to eachother Vec2 dir = SubVec2(shape1.centroid, shape0.centroid); if (IsVec2Zero(dir)) dir = VEC2(1, 0); simplex.a = P_MenkowskiPointFromShapes(shape0, shape1, dir); simplex.count = 1; Vec2 removed_a = Zi; Vec2 removed_b = Zi; u32 num_removed = 0; for (;;) { ////////////////////////////// //- Find initial points in simplex if (simplex.count == 1) { // Second point is support point towards origin dir = NegVec2(simplex.a.p); m = P_MenkowskiPointFromShapes(shape0, shape1, dir); // Check that new point is far enough away from existing point if (Vec2LenSq(SubVec2(m.p, simplex.a.p)) < min_unique_pt_dist_sq) { is_overlapping = 0; break; } simplex.b = simplex.a; simplex.a = m; simplex.count = 2; // Third point is support point in direction of line normal towards origin dir = PerpVec2TowardsDir(SubVec2(simplex.b.p, simplex.a.p), NegVec2(simplex.a.p)); } ////////////////////////////// //- Find third point in simplex { m = P_MenkowskiPointFromShapes(shape0, shape1, dir); // Check that new point is far enough away from existing points if ( Vec2LenSq(SubVec2(m.p, simplex.a.p)) < min_unique_pt_dist_sq || Vec2LenSq(SubVec2(m.p, simplex.b.p)) < min_unique_pt_dist_sq || ( (num_removed >= 1) && ( (Vec2LenSq(SubVec2(m.p, removed_a)) < min_unique_pt_dist_sq) || (num_removed >= 2 && Vec2LenSq(SubVec2(m.p, removed_b)) < min_unique_pt_dist_sq) ) ) || AbsF32(WedgeVec2(SubVec2(simplex.b.p, simplex.a.p), SubVec2(m.p, simplex.a.p))) < min_unique_pt_dist_sq ) { is_overlapping = 0; break; } simplex.c = simplex.b; simplex.b = simplex.a; simplex.a = m; simplex.count = 3; if ( (AbsF32(WedgeVec2(SubVec2(simplex.b.p, simplex.a.p), NegVec2(simplex.a.p))) <= min_unique_pt_dist_sq) || (AbsF32(WedgeVec2(SubVec2(simplex.c.p, simplex.b.p), NegVec2(simplex.b.p))) <= min_unique_pt_dist_sq) || (AbsF32(WedgeVec2(SubVec2(simplex.c.p, simplex.a.p), NegVec2(simplex.a.p))) <= min_unique_pt_dist_sq) ) { // Simplex lies on origin is_overlapping = 1; break; } } ////////////////////////////// //- Determine origin region Vec2 vab = SubVec2(simplex.b.p, simplex.a.p); Vec2 vac = SubVec2(simplex.c.p, simplex.a.p); Vec2 vbc = SubVec2(simplex.c.p, simplex.b.p); Vec2 rab_dir = PerpVec2TowardsDir(vab, NegVec2(vac)); Vec2 rac_dir = PerpVec2TowardsDir(vac, NegVec2(vab)); Vec2 rbc_dir = PerpVec2TowardsDir(vbc, vab); f32 rab_dot = DotVec2(rab_dir, NegVec2(simplex.a.p)); f32 rac_dot = DotVec2(rac_dir, NegVec2(simplex.a.p)); f32 rbc_dot = DotVec2(rbc_dir, NegVec2(simplex.b.p)); f32 vab_dot = DotVec2(vab, NegVec2(simplex.a.p)) / Vec2LenSq(vab); f32 vac_dot = DotVec2(vac, NegVec2(simplex.a.p)) / Vec2LenSq(vac); f32 vbc_dot = DotVec2(vbc, NegVec2(simplex.b.p)) / Vec2LenSq(vbc); if (rab_dot >= 0 && vab_dot >= 0 && vab_dot <= 1) { // Region ab, remove c num_removed = 1; removed_a = simplex.c.p; simplex.count = 2; dir = rab_dir; // Next third point is in direction of region ab } else if (rac_dot >= 0 && vac_dot >= 0 && vac_dot <= 1) { // Region ac, remove b num_removed = 1; removed_a = simplex.b.p; simplex.count = 2; simplex.b = simplex.c; dir = rac_dir; // Next third point is in direction of region ac } else if (rbc_dot >= 0 && vbc_dot >= 0 && vbc_dot <= 1) { // Region bc, remove a num_removed = 1; removed_a = simplex.a.p; simplex.count = 2; simplex.a = simplex.b; simplex.b = simplex.c; dir = rbc_dir; // Next third point is in direction of region bc } else if (vab_dot <= 0 && vac_dot <= 0) { // Region a, remove bc num_removed = 2; removed_a = simplex.b.p; removed_b = simplex.c.p; simplex.count = 1; } else if (vab_dot >= 1 && vbc_dot <= 0) { // Region b, remove ac num_removed = 2; removed_a = simplex.a.p; removed_b = simplex.c.p; simplex.count = 1; simplex.a = simplex.b; } else if (vac_dot >= 1 && vbc_dot >= 1) { // Region c, remove ab num_removed = 2; removed_a = simplex.a.p; removed_b = simplex.b.p; simplex.count = 1; simplex.a = simplex.c; } else { // No region, must be in simplex is_overlapping = 1; break; } } if (!is_overlapping) { non_overlapping_dir = dir; } } ////////////////////////////// //- EPA // Find dir from origin to closest edge Vec2 normal = Zi; P_MenkowskiSimplex closest_feature = Zi; { P_MenkowskiPoint *proto = 0; if (is_overlapping) { u32 proto_count = 0; proto = ArenaNext(scratch.arena, P_MenkowskiPoint); { Assert(simplex.count == 3); P_MenkowskiPoint *tmp = PushStructsNoZero(scratch.arena, P_MenkowskiPoint, 3); tmp[0] = simplex.a; tmp[1] = simplex.b; tmp[2] = simplex.c; proto_count = 3; } i32 winding = WindingFromVec2(SubVec2(simplex.c.p, simplex.a.p), SubVec2(simplex.b.p, simplex.a.p)); u32 epa_iterations = 0; for (;;) { ++epa_iterations; // FIXME: Winding order of ps & pe index P_MenkowskiPoint closest_a = Zi; P_MenkowskiPoint closest_b = Zi; u32 closest_b_index = 0; { // Find edge segment on prototype closest to the origin f32 closest_len_sq = Inf; for (u32 i = 0; i < proto_count; ++i) { u32 a_index = i; u32 b_index = (i < proto_count - 1) ? (i + 1) : 0; P_MenkowskiPoint a = proto[a_index]; P_MenkowskiPoint b = proto[b_index]; Vec2 vab = SubVec2(b.p, a.p); Vec2 vao = NegVec2(a.p); f32 proj_ratio = ClampF32(DotVec2(vao, vab) / Vec2LenSq(vab), 0, 1); Vec2 proj = AddVec2(a.p, MulVec2(vab, proj_ratio)); f32 proj_len_sq = Vec2LenSq(proj); if (proj_len_sq < closest_len_sq - min_unique_pt_dist_sq) { closest_a = a; closest_b = b; closest_b_index = b_index; closest_len_sq = proj_len_sq; } } } Vec2 vab = SubVec2(closest_b.p, closest_a.p); // Find new point in dir Vec2 dir = MulVec2(PerpVec2(vab), winding); P_MenkowskiPoint m = P_MenkowskiPointFromShapes(shape0, shape1, dir); // Check validity of new point { b32 valid = 1; { // NOTE: Changing this value affects how stable normals are for rounded colliders //const f32 validity_epsilon = min_unique_pt_dist_sq; // Arbitrary //const f32 validity_epsilon = 0.00000000001f; // Arbitrary const f32 validity_epsilon = min_unique_pt_dist_sq; // Arbitrary Vec2 vam = SubVec2(m.p, closest_a.p); Vec2 vbm = SubVec2(closest_b.p, closest_a.p); f32 dot = DotVec2(vab, vam) / Vec2LenSq(vab); if (dot >= -validity_epsilon && dot <= 1 - validity_epsilon && (WedgeVec2(vab, vam) * -winding) >= -validity_epsilon) { // New point is not between edge valid = 0; } else if (Vec2LenSq(vam) < min_unique_pt_dist_sq || Vec2LenSq(vbm) < min_unique_pt_dist_sq) { // New point is too close to existing valid = 0; } } if (!valid || epa_iterations >= max_iterations) { normal = NormVec2(dir); closest_feature.a = closest_a; closest_feature.b = closest_b; closest_feature.count = 2; break; } } // Expand prototype PushStructNoZero(scratch.arena, P_MenkowskiPoint); ++proto_count; // Shift points in prototype to make room for (u32 i = proto_count - 1; i > closest_b_index; --i) { u32 shift_from = (i > 0) ? i - 1 : proto_count - 1; u32 shift_to = i; proto[shift_to] = proto[shift_from]; } // Insert new point into prototype proto[closest_b_index] = m; } // Debug draw // { // P_DebugDrawPoint(simplex.a.p, VEC4(1, 0, 0, 0.5)); // P_DebugDrawPoint(simplex.b.p, VEC4(0, 1, 0, 0.5)); // P_DebugDrawPoint(simplex.c.p, VEC4(0, 0, 1, 0.5)); // P_DebugDrawLine(simplex.a.p, simplex.b.p, Color_Yellow); // P_DebugDrawLine(simplex.b.p, simplex.c.p, Color_Yellow); // P_DebugDrawLine(simplex.c.p, simplex.a.p, Color_Yellow); // if (proto_count > 0) // { // for (i64 i = 0; i < proto_count; ++i) // { // i64 p1_idx = i + 1; // if (p1_idx == proto_count) // { // p1_idx = 0; // } // Vec2 p0 = proto[i].p; // Vec2 p1 = proto[p1_idx].p; // P_DebugDrawLine(p0, p1, VEC4(0, 1, 0, 0.5)); // } // } // } } else { normal = NormVec2(non_overlapping_dir); closest_feature.count = simplex.count; closest_feature.a = simplex.a; closest_feature.b = simplex.b; } } ////////////////////////////// //- Determine collision b32 is_colliding = 0; { if (is_overlapping) { is_colliding = 1; } else { // Shapes not overlapping, determine if distance between shapes within tolerance if (closest_feature.count == 1) { Vec2 p = NegVec2(closest_feature.a.p); if (Vec2LenSq(p) <= (tolerance * tolerance)) { is_colliding = 1; } } else { // Project origin to determine if distance is within tolerance. Assert(closest_feature.count == 2); Vec2 vab = SubVec2(closest_feature.b.p, closest_feature.a.p); Vec2 vao = NegVec2(closest_feature.a.p); f32 ratio = ClampF32(DotVec2(vab, vao) / DotVec2(vab, vab), 0, 1); Vec2 p = AddVec2(closest_feature.a.p, MulVec2(vab, ratio)); if (Vec2LenSq(p) <= (tolerance * tolerance)) { is_colliding = 1; } } } } ////////////////////////////// //- Compute collision points // Clip to determine final points i32 collision_points_count = 0; P_CollisionPoint collision_points[2] = Zi; if (is_colliding) { // Max vertices must be < 16 to fit in 4 bit ids StaticAssert(countof(shape0.points) <= 16); { b32 collapse0 = 0; b32 collapse1 = 0; P_SupportPoint a0 = closest_feature.a.s0; P_SupportPoint a1 = closest_feature.a.s1; P_SupportPoint b0 = closest_feature.b.s0; P_SupportPoint b1 = closest_feature.b.s1; // FIXME: Manually account for shapes w/ 1 & 2 points if (closest_feature.count == 2) { if (a0.id == b0.id) { if (shape0.points_count > 1) { b0 = P_SupportPointFromShapeEx(shape0, normal, b0.id); } else { collapse0 = 1; b0 = a0; } } if (a1.id == b1.id) { if (shape1.points_count > 1) { b1 = P_SupportPointFromShapeEx(shape1, NegVec2(normal), b1.id); } else { collapse1 = 1; b1 = a1; } } } else { collapse0 = 1; collapse1 = 1; b0 = a0; b1 = a1; } Vec2 vab0 = SubVec2(b0.p, a0.p); Vec2 vab1 = SubVec2(b1.p, a1.p); Vec2 vab0_norm = NormVec2(vab0); Vec2 vab1_norm = NormVec2(vab1); // Swap points based on normal direction for consistent clipping if (WedgeVec2(normal, vab0) < 0) { P_SupportPoint tmp = a0; a0 = b0; b0 = tmp; vab0 = NegVec2(vab0); } if (WedgeVec2(normal, vab1) < 0) { P_SupportPoint tmp = a1; a1 = b1; b1 = tmp; vab1 = NegVec2(vab1); } // Collapse lines that are too far in the direction of the normal to be accurately clipped f32 collapse_epsilon = 0.05f; collapse0 = collapse0 || AbsF32(WedgeVec2(normal, vab0_norm)) < collapse_epsilon; collapse1 = collapse1 || AbsF32(WedgeVec2(normal, vab1_norm)) < collapse_epsilon; // Collapse lines into deepest point if (collapse0) { if (DotVec2(normal, vab0) > 0) { a0 = b0; } else { // TODO: Remove this (debugging) b0 = a0; } } if (collapse1) { if (DotVec2(normal, vab1) < 0) { a1 = b1; } else { // TODO: Remove this (debugging) b1 = a1; } } f32 a_sep = Inf; f32 b_sep = Inf; Vec2 a_midpoint = Zi; Vec2 b_midpoint = Zi; b32 ignore_a = 1; b32 ignore_b = 1; if (!collapse0 && !collapse1) { // Clip line to line P_ClippedLine clip_result = P_ClipLineToLine(a0.p, b0.p, a1.p, b1.p, normal); Vec2 a0_clipped = clip_result.a0_clipped; Vec2 a1_clipped = clip_result.a1_clipped; Vec2 b0_clipped = clip_result.b0_clipped; Vec2 b1_clipped = clip_result.b1_clipped; // Calc midpoint between clipped a & b Vec2 va0a1_clipped = SubVec2(a1_clipped, a0_clipped); Vec2 vb0b1_clipped = SubVec2(b1_clipped, b0_clipped); a_sep = DotVec2(va0a1_clipped, normal); b_sep = DotVec2(vb0b1_clipped, normal); a_midpoint = AddVec2(a0_clipped, MulVec2(va0a1_clipped, 0.5f)); b_midpoint = AddVec2(b0_clipped, MulVec2(vb0b1_clipped, 0.5f)); ignore_a = 0; ignore_b = 0; Vec2 vfin = SubVec2(b_midpoint, a_midpoint); if (Vec2LenSq(vfin) < (0.005 * 0.005)) { if (a_sep > b_sep) { ignore_a = 1; } else { ignore_b = 1; } } } else { Vec2 p0 = a0.p; Vec2 p1 = a1.p; // TODO: Choose ID based on closest clipped point if (collapse1 && !collapse0) { // Project a1 onto vab0 p0 = P_ClipPointToLine(a0.p, b0.p, a1.p, normal); } if (collapse0 && !collapse1) { // Project a0 onto vab1 p1 = P_ClipPointToLine(a1.p, b1.p, a0.p, normal); } // Calc midpoint Vec2 vsep = SubVec2(p1, p0); a_midpoint = AddVec2(p0, MulVec2(vsep, 0.5f)); a_sep = DotVec2(normal, p1) - DotVec2(normal, p0); ignore_a = 0; } // Insert points if (!ignore_a && a_sep < tolerance) { P_CollisionPoint *point = &collision_points[collision_points_count++]; point->id = a0.id | (a1.id << 4); point->separation = a_sep; point->p = a_midpoint; } if (!ignore_b && b_sep < tolerance) { P_CollisionPoint *point = &collision_points[collision_points_count++]; point->id = b0.id | (b1.id << 4); point->separation = b_sep; point->p = b_midpoint; } } } ////////////////////////////// //- Compute closest points Vec2 closest_p0 = Zi; Vec2 closest_p1 = Zi; if (closest_feature.count == 1) { closest_p0 = closest_feature.a.s0.p; closest_p1 = closest_feature.a.s1.p; } else { Assert(closest_feature.count == 2); // FIXME: Winding order dependent? f32 ratio = 0; { // Determine ratio between edge a & b that projected origin lies Vec2 vab = SubVec2(closest_feature.b.p, closest_feature.a.p); Vec2 vao = NegVec2(closest_feature.a.p); ratio = ClampF32(DotVec2(vab, vao) / DotVec2(vab, vab), 0, 1); } // Shape 0 closest_p0 = SubVec2(closest_feature.b.s0.p, closest_feature.a.s0.p); closest_p0 = MulVec2(closest_p0, ratio); closest_p0 = AddVec2(closest_p0, closest_feature.a.s0.p); // Shape 1 closest_p1 = SubVec2(closest_feature.b.s1.p, closest_feature.a.s1.p); closest_p1 = MulVec2(closest_p1, ratio); closest_p1 = AddVec2(closest_p1, closest_feature.a.s1.p); } CopyStructs(result.collision_points, collision_points, countof(collision_points)); result.collision_points_count = collision_points_count; result.collision_normal = normal; result.closest_p0 = closest_p0; result.closest_p1 = closest_p1; EndScratch(scratch); return result; } P_RaycastResult P_RaycastShape(P_Shape shape, Vec2 ray_start, Vec2 ray_dir) { f32 radius = shape.radius; f32 ray_len = Vec2Len(ray_dir); Vec2 ray_dir_norm = DivVec2(ray_dir, ray_len); Vec2 s = ray_start; Vec2 e = AddVec2(ray_start, ray_dir_norm); Vec2 vse = ray_dir_norm; Vec2 isect = Zi; Vec2 isect_normal = Zi; b32 isect_is_round = 0; b32 isect_found = 0; if (shape.points_count > 1) { // Find expanded line intersections with ray for (i32 p_idx = 0; p_idx < shape.points_count && !isect_found; ++p_idx) { Vec2 a = Zi; Vec2 b = Zi; Vec2 vab = Zi; Vec2 normal = Zi; { i32 a_idx = p_idx; i32 b_idx = a_idx + 1; if (b_idx >= shape.points_count) { b_idx = 0; } Vec2 a_orig = shape.points[a_idx]; Vec2 b_orig = shape.points[b_idx]; vab = SubVec2(b_orig, a_orig); normal = NegVec2(PerpVec2(NormVec2(vab))); Vec2 radius_add = MulVec2(normal, radius); a = AddVec2(a_orig, radius_add); b = AddVec2(b_orig, radius_add); } Vec2 vsa = SubVec2(a, s); Vec2 vsb = SubVec2(b, s); f32 wa = WedgeVec2(vse, vsa); f32 wb = WedgeVec2(vse, vsb); if (wa > 0 && wb < 0) { f32 t = -wa / (wb - wa); isect = AddVec2(a, MulVec2(vab, t)); isect_normal = normal; isect_found = 1; } } // Find closest rounded corner if (!isect_found && radius != 0) { isect_is_round = 1; for (i32 f_idx = 0; f_idx < shape.points_count && !isect_found; ++f_idx) { Vec2 f_orig = shape.points[f_idx]; Vec2 a = Zi; Vec2 b = Zi; Vec2 vab = Zi; { i32 prev_idx = f_idx - 1; i32 next_idx = f_idx + 1; if (prev_idx < 0) { prev_idx = shape.points_count - 1; } if (next_idx >= shape.points_count) { next_idx = 0; } Vec2 prev_orig = shape.points[prev_idx]; Vec2 next_orig = shape.points[next_idx]; Vec2 vpf = SubVec2(f_orig, prev_orig); Vec2 vfn = SubVec2(next_orig, f_orig); Vec2 vpf_norm = NormVec2(vpf); Vec2 vfn_norm = NormVec2(vfn); Vec2 radius_add_a = MulVec2(PerpVec2(vpf_norm), -radius); Vec2 radius_add_b = MulVec2(PerpVec2(vfn_norm), -radius); a = AddVec2(f_orig, radius_add_a); b = AddVec2(f_orig, radius_add_b); } Vec2 vsa = SubVec2(a, s); Vec2 vsb = SubVec2(b, s); f32 wa = WedgeVec2(vse, vsa); f32 wb = WedgeVec2(vse, vsb); if (wa > 0 && wb < 0) { isect = f_orig; isect_found = 1; } } } // Find closest corner if (!isect_found) { f32 min_dist = Inf; for (i32 p_idx = 0; p_idx < shape.points_count && !isect_found; ++p_idx) { Vec2 p = shape.points[p_idx]; f32 dist = AbsF32(WedgeVec2(vse, SubVec2(p, s))); if (dist < min_dist) { isect = p; min_dist = dist; } } } } else if (shape.points_count == 1 && radius != 0) { isect = shape.points[0]; isect_is_round = 1; } // Find round intersection b32 is_intersecting = 0; if (isect_is_round || !isect_found) { Vec2 vsi = SubVec2(isect, s); f32 dot = DotVec2(vse, vsi); f32 wedge = WedgeVec2(vse, vsi); is_intersecting = AbsF32(wedge) < radius; if (is_intersecting) { f32 diff = SqrtF32(radius * radius - wedge * wedge); f32 entrance_t = dot - diff; f32 exit_t = dot + diff; { Vec2 old_isect = isect; isect = AddVec2(s, MulVec2(vse, entrance_t)); isect_normal = NormVec2(SubVec2(isect, old_isect)); } } } else { is_intersecting = isect_found; } P_RaycastResult result = Zi; result.is_intersecting = is_intersecting; if (is_intersecting) { result.p = isect; result.normal = isect_normal; } return result; } Vec2 P_EdgePointFromShape(P_Shape shape, Vec2 dir) { Vec2 result = shape.centroid; P_RaycastResult raycast = P_RaycastShape(shape, shape.centroid, NegVec2(dir)); if (raycast.is_intersecting) { result = raycast.p; } return result; } //////////////////////////////////////////////////////////// //~ Lookup helpers P_Ent *P_EntFromKey(P_Frame *frame, P_Key key) { P_Ent *result = &P_NilEnt; P_World *world = frame->world; if (!P_IsKeyNil(key) && frame->tick > 0 && frame->ents_count > 0 && frame->ent_bins_count > 0) { i64 tick = frame->tick; P_EntBin *bin = &frame->ent_bins[key.v % frame->ent_bins_count]; for (P_Ent *e = bin->first; e; e = e->next_in_bin) { if (e->key.v == key.v) { result = e; break; } } } return result; } //////////////////////////////////////////////////////////// //~ Iteration helpers P_Ent *P_FirstEnt(P_Frame *frame) { P_Ent *result = &P_NilEnt; if (!P_IsEntNil(frame->first_ent)) { result = frame->first_ent; } return result; } P_Ent *P_NextEnt(P_Ent *e) { P_Ent *result = &P_NilEnt; if (!P_IsEntNil(e) && !P_IsEntNil(e->next)) { result = e->next; } return result; } P_Ent *P_PushTempEnt(Arena *arena, P_EntList *list) { P_EntListNode *n = PushStruct(arena, P_EntListNode); SllQueuePush(list->first, list->last, n); ++list->count; P_Ent *ent = &n->ent; *ent = P_NilEnt; ent->exists = 1; return ent; } //////////////////////////////////////////////////////////// //~ Debug draw void P_DebugDrawPoint(Vec2 p, Vec4 srgb) { if (P_tl.debug_draw_enabled) { P_DebugDrawNode *n = PushStruct(P_tl.debug_arena, P_DebugDrawNode); { n->kind = P_DebugDrawKind_Point; n->srgb32 = U32FromVec4(srgb); n->point.p = p; } SllQueuePush(P_tl.first_debug_draw_node, P_tl.last_debug_draw_node, n); P_tl.debug_draw_nodes_count += 1; } } void P_DebugDrawLine(Vec2 p0, Vec2 p1, Vec4 srgb) { if (P_tl.debug_draw_enabled) { P_DebugDrawNode *n = PushStruct(P_tl.debug_arena, P_DebugDrawNode); { n->kind = P_DebugDrawKind_Line; n->srgb32 = U32FromVec4(srgb); n->line.p0 = p0; n->line.p1 = p1; } SllQueuePush(P_tl.first_debug_draw_node, P_tl.last_debug_draw_node, n); P_tl.debug_draw_nodes_count += 1; } } void P_DebugDrawRect(Rng2 rect, Vec4 srgb) { if (P_tl.debug_draw_enabled) { P_DebugDrawNode *n = PushStruct(P_tl.debug_arena, P_DebugDrawNode); { n->kind = P_DebugDrawKind_Rect; n->srgb32 = U32FromVec4(srgb); n->rect = rect; } SllQueuePush(P_tl.first_debug_draw_node, P_tl.last_debug_draw_node, n); P_tl.debug_draw_nodes_count += 1; } } void P_DebugDrawShape(P_Shape shape, Vec4 srgb) { if (P_tl.debug_draw_enabled) { P_DebugDrawNode *n = PushStruct(P_tl.debug_arena, P_DebugDrawNode); { n->kind = P_DebugDrawKind_Shape; n->srgb32 = U32FromVec4(srgb); n->shape = shape; } SllQueuePush(P_tl.first_debug_draw_node, P_tl.last_debug_draw_node, n); P_tl.debug_draw_nodes_count += 1; } } //////////////////////////////////////////////////////////// //~ World P_World *P_AcquireWorld(void) { P_World *world = 0; { Arena *arena = AcquireArena(Gibi(64)); world = PushStruct(arena, P_World); world->arena = arena; } world->frames_arena = AcquireArena(Gibi(64)); world->statics_arena = AcquireArena(Gibi(64)); world->first_frame = &P_NilFrame; world->last_frame = &P_NilFrame; world->frame_bins_count = Kibi(16); world->frame_bins = PushStructs(world->arena, P_FrameBin, world->frame_bins_count); // TODO world->tiles = PushStructs(world->arena, u8, P_TilesCount); TrueRand(StringFromStruct(&world->seed)); return world; } void P_SpawnEntsFromList(P_Frame *frame, P_EntList ents) { P_World *world = frame->world; for (P_EntListNode *n = ents.first; n; n = n->next) { P_Ent *src = &n->ent; P_Key key = src->key; if (!P_IsKeyNil(src->key)) { P_EntBin *bin = &frame->ent_bins[key.v % frame->ent_bins_count]; P_Ent *dst = bin->first; for (; dst; dst = dst->next_in_bin) { if (dst->key.v == key.v) { break; } } if (!dst) { dst = world->first_free_ent; if (dst) { SllStackPop(world->first_free_ent); } else { dst = PushStructNoZero(world->frames_arena, P_Ent); } DllQueuePushNPZ(&P_NilEnt, frame->first_ent, frame->last_ent, dst, next, prev); DllQueuePushNP(bin->first, bin->last, dst, next_in_bin, prev_in_bin); } P_Ent *old_next = dst->next; P_Ent *old_prev = dst->prev; P_Ent *old_next_in_bin = dst->next_in_bin; P_Ent *old_prev_in_bin = dst->prev_in_bin; { *dst = *src; } dst->next = old_next; dst->prev = old_prev; dst->next_in_bin = old_next_in_bin; dst->prev_in_bin = old_prev_in_bin; ++frame->ents_count; } } } P_Frame *P_FrameFromTick(P_World *world, i64 tick) { P_Frame *result = &P_NilFrame; if (world->frame_bins_count > 0) { u64 hash = MixU64(tick); P_FrameBin *bin = &world->frame_bins[hash % world->frame_bins_count]; for (P_Frame *frame = bin->first; frame; frame = frame->next_in_bin) { if (frame->tick == tick) { result = frame; break; } } } return result; } void P_ClearFrames(P_World *world, i64 tick_min, i64 tick_max) { // TODO: Fast path for when range encompasses all frames in the world // TODO: Don't need linear search P_Frame *frame = world->first_frame; while (!P_IsFrameNil(frame)) { P_Frame *next_frame = frame->next; if (frame->tick >= tick_min && frame->tick <= tick_max) { if (!P_IsEntNil(frame->first_ent)) { frame->last_ent->next = world->first_free_ent; world->first_free_ent = frame->first_ent; } u64 hash = MixU64(frame->tick); P_FrameBin *bin = &world->frame_bins[hash % world->frame_bins_count]; DllQueueRemoveNPZ(&P_NilFrame, world->first_frame, world->last_frame, frame, next, prev); DllQueueRemoveNPZ(0, bin->first, bin->last, frame, next_in_bin, prev_in_bin); SllStackPush(world->first_free_frame, frame); } else { break; } frame = next_frame; } } P_Frame *P_PushFrame(P_World *world, P_Frame *src_frame, i64 tick) { Assert(!(src_frame->world == world && tick <= src_frame->tick)); // Can't read from tick that is being overwritten by new tick P_ClearFrames(world, tick, I64Max); P_Frame *frame = world->first_free_frame; if (frame) { SllStackPop(world->first_free_frame); i64 old_ent_bins_count = frame->ent_bins_count; P_EntBin *old_ent_bins = frame->ent_bins; ZeroStruct(frame); frame->ent_bins_count = old_ent_bins_count; frame->ent_bins = old_ent_bins; ZeroStructs(frame->ent_bins, frame->ent_bins_count); } else { frame = PushStruct(world->frames_arena, P_Frame); } { frame->world = world; frame->tick = tick; frame->time_ns = src_frame->time_ns; frame->first_ent = &P_NilEnt; frame->last_ent = &P_NilEnt; if (frame->ent_bins_count == 0) { frame->ent_bins_count = Kibi(16); frame->ent_bins = PushStructs(world->frames_arena, P_EntBin, frame->ent_bins_count); } u64 hash = MixU64(tick); P_FrameBin *bin = &world->frame_bins[hash % world->frame_bins_count]; DllQueuePushNPZ(&P_NilFrame, world->first_frame, world->last_frame, frame, next, prev); DllQueuePushNPZ(0, bin->first, bin->last, frame, next_in_bin, prev_in_bin); } for (P_Ent *src = P_FirstEnt(src_frame); !P_IsEntNil(src); src = P_NextEnt(src)) { // FIXME: Pull from freelist P_Ent *dst = world->first_free_ent; if (dst) { SllStackPop(world->first_free_ent); } else { dst = PushStructNoZero(world->frames_arena, P_Ent); } *dst = *src; P_EntBin *bin = &frame->ent_bins[src->key.v % frame->ent_bins_count]; DllQueuePushNPZ(&P_NilEnt, frame->first_ent, frame->last_ent, dst, next, prev); DllQueuePushNP(bin->first, bin->last, dst, next_in_bin, prev_in_bin); ++frame->ents_count; } return frame; } //////////////////////////////////////////////////////////// //~ Step P_Frame *P_StepWorld(P_World *world, P_Frame *prev_frame, P_CmdList cmds) { P_Frame *result = &P_NilFrame; return result; }